
Kathie Flood
BA
Mathematics/Computer Science,
Central College
MA Journalism/Mass Communications,
Drake University
Program Manager,
Microsoft Games Studios
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Making a video game is an odd mixture of science and art, and you never
know what problem you’ll be asked to solve next. That sort of
challenge is exactly why I love my job as the Program Manager for Project Gotham Racing at the
Microsoft Games Studios.
The best word to describe my career path is probably
‘accidental’. I didn’t have a major picked out until my junior
year in college. I dumped way too much money into arcade games
back then, but it didn’t occur to me that you could get an actual job
working on games. I knew I wanted to work on fun, challenging
projects with smart people, but that’s about it. My first job was
as a technical writer responsible for documenting operating systems’
API sets, so I described how OS function calls worked and wrote sample
code that exercised those functions. After several years of this,
I realized I wanted to be closer to the nose end of the dog, rather
than the tail, so I moved into Program Management to be part of the
design and development process. I was in the right place
(Microsoft) at the right time (mid-90’s) with the right skills
(technology background, project design and management experience) and
interests (sports) when Microsoft decided to get into the entertainment
software business.
As a Program Manager, it is my responsibility to drive the creation and
maintenance of a game’s vision, feature set, and schedules, as well as
deliverables and trade-offs from project inception through
launch. This includes coordinating the work of functional leads
and team members from Game Design, Development, Art, Audio, Testing,
Product Support, User Experience, Localization, Business Development,
and Marketing.
My mathematics background is instrumental for me in two ways.
First, I have a strong understanding of the higher-level mathematics
required to provide realistic physics and next-generation 3-D graphics
in today’s games. This enables me to work effectively with the
programmers and artists responsible for these features, anticipating
and understanding their challenges. Second, the problem-solving
skills I learned while studying mathematics and as a programmer are
absolutely invaluable. Much of my ability to break complex issues
into solvable pieces, find creative solutions, and execute
methodically, I credit to my mathematical education.
There are possibilities of advancement for someone in my
position. One can climb the corporate ladder to achieve positions
such as Group Program Manager, Studio Manager, General Manager,
etc. However, I prefer to focus on a single game and work with a
dedicated team to make a creative vision come to life. This also
enables me to have a vibrant life outside of work, which is more
difficult to do the higher you climb in management. (I play drums with
an oldies rock band and a local orchestra, and my husband and I are
avid scuba divers, bicyclists, and softball players.) My dream is to
explore more fully the concept of making games for wider
audiences. The hardcore gamer audience of 16-26-year-old males
has plenty of games for them, so I’m pushing for entertainment
experiences designed for older people, for women, and for anyone who
doesn’t currently play games, which is still the majority of the
population.
I have people ask me what the most enjoyable aspects of my job
are. Personally, I thrive on bringing order to chaos, and that
definitely describes the process of creating a game. It’s also
very gratifying to see people have a good time playing your finished
game. And, when people ask me what I do for a living, I love to see
their eyes light up when I say “I make video games!” I never got that
reaction when my answer was “I write technical reference guides for
programmers!”
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